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dragon's dogma |ot| what's a 'jrpg'?
Dragon's Dogma |OT|: Sitters Gonna Sit
what are the controls like? does it control like the elder scrolls or a regular action games?
For controls I think you have light and heavy attacks for face buttons, and you hold L1/R1 to activate primary and secondary skill shortcuts on the face buttons.
You're right, image of controls
And another video from japanese guys: http://www.youtube.com/watch?v=97VO-42-FaE
L3 for dash? Noooooooo
I hope you can swap it with sheath weapon, I hate clicking the stick
When does this release?
In one of the streams, they said that you can choose between five controller settings.
You're right, image of controls
And another video from japanese guys: http://www.youtube.com/watch?v=97VO-42-FaE
You're right, image of controls
And another video from japanese guys: http://www.youtube.com/watch?v=97VO-42-FaE
Up until this title we had drawn the image to the screen utilizing the very standard rendering pipeline technique called "forward rendering." However, with this technique limits are imposed on the lighting and it is a rather ill-equipped rendering pipeline for 24-hour weather variation. By utilizing deferred lighting we are now able to practically place an infinite number of light sources into the environments. With this function it's now possible for us to display truly realistic light sources at long distances, lantern-like effects and effects caused by the casting of magic.
Additionally, the MT Framework has been upgraded to 2.x since Lost Planet 2, so now we can provide even richer graphics than what was possible with MT Framework 1.x, which was utilized in Resident Evil 5. This time we've focused even more effort on shaders and implemented even more functions. It's now possible or us to display various kinds of interactivity in our graphics--characters can be shown totally drenched in water or with their clothes scorched.
In particular, we have implemented functions for the player and NPC humanoid models to display different combinations of real-time variation per model. You'll notice that in game there are various body types for each player, pawn, NPC and the like and yet all of them are generated in real time from the same one model.
Also, Dragon's Dogma is utilizing the latest anti-aliasing technique (provided by nVidia), FXAA. The integration of this into the MT Framework had not made it in for the Captivate, E3, or TGS versions (they utilized a different anti-aliasing technique)--but FXAA is fully integrated into the product version of the game. With this we are able to use high-quality anti-aliasing to provide these massive environments which will look even smoother.
A new dev blog entry: How Dragon's Dogma Changed the MT Framework
More here: http://www.capcom-unity.com/gregaman/blog/2012/04/05/how_dragons_dogma_changed_the_mt_framework
A new dev blog entry: How Dragon's Dogma Changed the MT Framework
More here: http://www.capcom-unity.com/gregaman/blog/2012/04/05/how_dragons_dogma_changed_the_mt_framework
Everytime I see video of 2 handed fighting, it looks really dull. Like, it looks so incredibly delayed compared to the sword and shield/magic/bow/daggers
Seems like there will be FXAA in the final game, I hope it's not blurry or something
Thought this environmental shot looks pretty cool:
I feel bad just looking at that blur.
Sounds damn good, and it shows. Especially in the lighting at night and effects like how fire can be seen burning and searing through the flesh of monsters. As I have said before, this game is going to get lots of the little things right that will add up on the whole, despite maybe a few warts here and there.
The only thing I worry about is the pop-in for a lot of the distant textures or environments. I see it a lot in the various videos on youtube.
The only thing I worry about is the pop-in for a lot of the distant textures or environments. I see it a lot in the various videos on youtube.
FXAA? Yuck.
That's a huge upgrade for the PS3. They've used QAA for several of their PS3 MT Framework games. So it's good to see that they've finally dumped it.
I agree with all the little things in the game I tried explaining the game to a friend but there are so many things to talk about. Climbing enemies, pawn system, double casting with pawn, shooting apples off of trees, grabbing shit, throwing shit, picking mother fluffing bunnies and probably a whole lot more.Sounds damn good, and it shows. Especially in the lighting at night and effects like how fire can be seen burning and searing through the flesh of monsters. As I have said before, this game is going to get lots of the little things right that will add up on the whole, despite maybe a few warts here and there.
I think it will do pretty well in Japan...I have a feeling it'll bomb horribly, though.
Screen tearing as well in the 360 version. While issues like that stick out like a sore thumb, they are still issues I tend to overlook as long as the game itself is what I wanted. I am confident it will deliver on that front for me.
No, no, if we're doing this, it has to beMy vote is still for |OT| Pawn Stars
You're right, image of controls
And another video from japanese guys: http://www.youtube.com/watch?v=97VO-42-FaE
No, no, if we're doing this, it has to be
Dragon's Dogma |OT| Hardcore Pawn
Think about it.
it's funny cause it's trueDragon's Dogma |OT|The Internet Is For Pawn(s)
it's funny cause it's true
and I hadn't heard that song in a while.
A new dev blog entry: How Dragon's Dogma Changed the MT Framework
More here: http://www.capcom-unity.com/gregaman/blog/2012/04/05/how_dragons_dogma_changed_the_mt_framework
|OT|...
Capcom returns to DnD
A Heartbreaking Tale
Bring a Lantern
Itsuno's Dream Game
Dragon May Cry
9.9 million copies to go
Enter the Pawn
It's Time to Slay the Dragon
(Can't think of anything that involves climbing)
Also, Dragon's Dogma is utilizing the latest anti-aliasing technique (provided by nVidia), FXAA. The integration of this into the MT Framework had not made it in for the Captivate, E3, or TGS versions (they utilized a different anti-aliasing technique)--but FXAA is fully integrated into the product version of the game. With this we are able to use high-quality anti-aliasing to provide these massive environments which will look even smoother.